diff options
author | Campbell Barton <ideasman42@gmail.com> | 2009-05-26 11:41:34 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2009-05-26 11:41:34 +0400 |
commit | 7ba91ddcc37bbc8cd6c417e588d7ca7a3bb65e24 (patch) | |
tree | a48e47d95c8ebf987ff561ddc38d3542d5a35e37 /release | |
parent | 5f82855a07eb1cfbb89aba654c9c8f7da1544c5b (diff) |
BGE Script template for a python module (set EOL to native this time)
BGE PyAPI use defines for error return values
- del gameOb['var'] error message was wrong.
Diffstat (limited to 'release')
-rw-r--r-- | release/scripts/scripttemplate_gamelogic_module.py | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/release/scripts/scripttemplate_gamelogic_module.py b/release/scripts/scripttemplate_gamelogic_module.py new file mode 100644 index 00000000000..2ef4950917b --- /dev/null +++ b/release/scripts/scripttemplate_gamelogic_module.py @@ -0,0 +1,45 @@ +#!BPY +""" +Name: 'GameLogic Module' +Blender: 249 +Group: 'ScriptTemplate' +Tooltip: 'Basic template for new game logic modules' +""" + +from Blender import Window +import bpy + +script_data = \ +''' +# This module can be accessed by a python controller with +# its execution method set to 'Module' +# * Set the module string to "gamelogic_module.main" (without quotes) +# * When renaming the script it MUST have a .py extension +# * External text modules are supported as long as they are at +# the same location as the blendfile or one of its libraries. + +import GameLogic + +# variables defined here will only be set once when the +# module is first imported. Set object spesific vars +# inside the function if you intend to use the module +# with multiple objects. + +def main(cont): + own = cont.owner + + sens = cont.sensors['mySensor'] + actu = cont.actuators['myActuator'] + + if sens.positive: + cont.activate(actu) + else: + cont.deactivate(actu) + +# dont call main(GameLogic.getCurrentController()), the py controller will +''' + +new_text = bpy.data.texts.new('gamelogic_module.py') +new_text.write(script_data) +bpy.data.texts.active = new_text +Window.RedrawAll() |